Writing native bindings to node.js in C++

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Build the C link Nikhil Marathe

description

Talk given at JSFoo Pune 2012http://jsfoo.in/pune2012/schedule

Transcript of Writing native bindings to node.js in C++

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Build the C linkNikhil Marathe

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Introduction

• V8 is a powerful, fast JavaScript engine

• It is self contained and easy to embed

JS is the new Lua?

• node.js is a thin wrapper around V8 and evented I/O (libuv)

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Follow along

Slides and code

git clone git://github.com/nikhilm/jsfoo-pune-2012.git

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We want to

Use C/C++ libraries in node.js

Exchange data between C++ ⇔ JS

Do asynchronous I/O

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Getting started

#include <v8.h>#include <node.h>

using namespace v8;

extern "C" { static void Init(Handle<Object> target) { } NODE_MODULE(firststep, Init)}

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Build

# firststep/wscriptimport Options

def set_options(opt): opt.tool_options("compiler_cxx")

def configure(conf): conf.check_tool("compiler_cxx") conf.check_tool("node_addon")

def build(bld): obj = bld.new_task_gen("cxx", "shlib", "node_addon") obj.target = "firststep" obj.source = "firststep.cc"

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Run

$ node-waf configure build...'build' finished successfully (0.327s)

$ node

> require('./build/Release/firststep'){}

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Architecture

1 you will need http://bespin.cz/~ondras/html/index.html

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Handles

• Think of them as smart pointers, GCed by V8

• Also encode scope (Use HandleScope to manage handles)

• Local - GCed as they go out of scope:

Local<String> name; // also Handle<...>

• Persistent - Must be manually disposed:

Persistent<String> globalVariable;

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Injecting primitives

#include <math.h>#include <v8.h>#include <node.h>#include <node_version.h>using namespace v8;

extern "C" { static void Init(Handle<Object> target) { target->Set(String::NewSymbol("pi"), Number::New(M_PI));

NODE_DEFINE_CONSTANT(target, NODE_MINOR_VERSION);

target->Set(String::New("name"), String::New("Nikhil")); } NODE_MODULE(primitives, Init)}

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Simple functions

exports.square = function(n) { return n * n;}

We want to do this in C++

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Simple functions

Registering with V8:

Handle<Value> Square(const Arguments &args)

static void Init(Handle<Object> target) { HandleScope scope;

Handle<FunctionTemplate> squareTpl = FunctionTemplate::New(Square);

target->Set(String::New("square"), squareTpl->GetFunction()); }

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Simple functions

Implementation:

Handle<Value> Square(const Arguments &args) { HandleScope scope;

int a = args[0]->Int32Value(); int sq = a * a;

return scope.Close(Integer::New(sq));}

explain scope.Close

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Templates

FunctionTemplate ???

FunctionTemplate::GetFunction square [Function]

FunctionTemplate::InstanceTemplate() What `this` would be in 'new square()'

FunctionTemplate::PrototypeTemplate() square.prototype

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Simple objects

exports.Inventory = function() { this.items = 257;}

// latervar iv = new Inventory();console.log(iv.items);

This is the classic object oriented JS style

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Simple objects

static void Init(Handle<Object> target) { HandleScope scope;

Handle<FunctionTemplate> inventoryTpl = FunctionTemplate::New(Inventory);

Handle<ObjectTemplate> instance = inventoryTpl->InstanceTemplate();

instance->Set(String::New("items"), Integer::New(257));

target->Set(String::NewSymbol("Inventory"), inventoryTpl->GetFunction()); }

Handle<Value> Inventory(const Arguments &args) { return args.This();

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}

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Methods

Inventory.prototype.addStock = function(newStock) { this.items += newStock;}

Inventory.prototype.ship = function(orders) { if (this.items < orders) throw Exception("Not enough items");

this.items -= orders}

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Methods

Registering prototype methods

// operating on inventoryTpl->PrototypeTemplate() NODE_SET_PROTOTYPE_METHOD(inventoryTpl, "addStock", AddStock); NODE_SET_PROTOTYPE_METHOD(inventoryTpl, "ship", Ship);

target->Set(String::NewSymbol("Inventory"), inventoryTpl->GetFunction());

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Methods

Accessing object properties

Handle<Value> AddStock(const Arguments &args) { HandleScope scope;

Handle<Object> This = args.This();

int items = This->Get(String::New("items"))->Uint32Value();

items += args[0]->Uint32Value();

This->Set(String::New("items"), Integer::New(items));

return Undefined();}

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Methods

Throwing an exception

Handle<Value> Ship(const Arguments &args) { HandleScope scope;

Handle<Object> This = args.This(); int items = This->Get(String::New("items"))->Uint32Value();

int orders = args[0]->Uint32Value();

if (items < orders) return ThrowException(String::New("Not enough items"));

This->Set(String::New("items"), Integer::New(items - orders));

return Undefined();}

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ObjectWrap

• Associate native C++ objects with JS objects

• Node specific class which manages garbage collection

• Stored internally in fields

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ObjectWrap

// native C++ classnamespace Library {class Inventory { Inventory(); void addStock(int); int ship(int); int getItems();

int items; // private};}

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ObjectWrap

Setting internal field count

Handle<ObjectTemplate> instance = inventoryTpl->InstanceTemplate();

instance->SetInternalFieldCount(1);

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ObjectWrap

Wrapping

namespace binding {class Inventory : public ObjectWrap {public: static Handle<Value> New(const Arguments &args) { Inventory *wrapper = new Inventory(); wrapper->Wrap(args.Holder()); return args.Holder(); }

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ObjectWrap

Unwrapping

static Handle<Value> Ship(const Arguments &args) { // extract Inventory *wrapper = Unwrap<Inventory>(args.Holder());

int orders = args[0]->Uint32Value(); int result = wrapper->inv->ship(orders);

if (result == -1) return ThrowException(String::New("Not enough items"));

return Undefined(); }

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Going Async

• The easiest way is to use uv_queue_work()

• Every async call requires a set of 3 functions

1. Set up and invoke uv_queue_work()

2. Do blocking task (run in separate thread)

3. Clean up (run in main thread)• Use a 'baton' to pass around data

• uv_request_t is used by libuv

• But it’s data field is important to store the batonitself

• Slightly cumbersome :(

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Going Async

var inv = new (require('./build/Release/async')).Inventory()

inv.reshelve(function() { console.log("Reshelving done");})console.log("After reshelve in source");for (var i = 1; i < 5; i++) setTimeout(function() { console.log("Tick"); }, i*1000);

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Going Async

The native blocking code (method of class Library::Inventory)

void reshelve() { sleep(5); }

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Going Async

The baton

struct ReshelveBaton { uv_work_t request; Persistent<Function> callback; Inventory *wrapper; // any other data that has to be sent to the callback // or for async processing.}

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Going Async

JS callback

static Handle<Value> Reshelve(const Arguments &args) { Inventory *wrapper = Unwrap<Inventory>(args.Holder());

Handle<Function> cb = Handle<Function>::Cast(args[0]);

ReshelveBaton *baton = new ReshelveBaton(); baton->request.data = baton; baton->callback = Persistent<Function>::New(cb); baton->wrapper = wrapper;

uv_queue_work(Loop(), &baton->request, ReshelveAsync, ReshelveAsyncAfter);

return Undefined(); }

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Going Async

Thread pool function

static void ReshelveAsync(uv_work_t *req) { // This runs in a separate thread // NO V8 interaction should be done ReshelveBaton *baton = static_cast<ReshelveBaton*>(req->data); // if you want to modify baton values // do synchronous work here baton->wrapper->inv->reshelve(); }

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Going Async

Clean up

static void ReshelveAsyncAfter(uv_work_t *req) { ReshelveBaton *baton = static_cast<ReshelveBaton*>(req->data);

Handle<Value> argv[] = { Null() }; // no error baton->callback->Call(Context::GetCurrent()->Global(), 1, argv);

baton->callback.Dispose(); delete baton; }

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Going Async

Output

After reshelve in sourceTickTickTickTickReshelving done

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Linking your library

Linking external libs in Waf:

def configure(conf): # ... # uses pkg-config conf.check_cfg(package='<pkg-config name>', args='--cflags --libs', uselib_store='ALIAS')

def build(bld): # ... obj.uselib = 'ALIAS'

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Holder vs This

• args.This() is always the this object passed in to the function

• args.Holder() runs up the prototype chain to the ‘right’object

• Signatures decide the ‘right’ object, automatically handledby NODE_PROTOTYPE_SET_METHOD

• Always use Holder() to be on the safe side

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Things I haven’t covered

• Accessors

• Per property accessors

• Indexed accessors ( object[5] )

• Named property accessors ( object.property )• Function Signatures and HasInstance for type safety

• Emitting events using new JS only EventEmitter

• Details of libuv

• Using V8 on its own

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You might want to look at

• https://github.com/weaver/uuidjs

• https://github.com/nikhilm/node-taglib

• https://github.com/pietern/hiredis-node

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Extra material below

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Calling JS functions

var calljs = require("./build/Release/calljs")

var f = function() { console.log("This", this); console.log(arguments);}

calljs.apply(f, { cool: "dude" }, "one", 2, 3.14);

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Calling JS functions

Handle<Value> Apply(const Arguments &args) { HandleScope scope;

Handle<Function> func = Handle<Function>::Cast(args[0]); Handle<Object> receiver = args[1]->ToObject();

Handle<Value> *argv = new Handle<Value>[args.Length() - 2]; for (int i = 2; i < args.Length(); i++) argv[i-2] = args[i];

func->Call(receiver, args.Length()-2, argv);

delete argv; return Undefined();}

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Strings to-and-fro

v8::String -> C string

Handle<Value> Print(const Arguments &args) { HandleScope scope;

for (int i = 0; i < args.Length(); i++) { if (!args[i]->IsString()) continue;

// also String::AsciiValue String::Utf8Value val(args[i]); printf("%s ", *val); // <<<<<< } return Undefined();}

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Strings to-and-fro

C string -> v8::String

Handle<Value> Read(const Arguments &args) { HandleScope scope;

char str[1024]; fgets(str, 1023, stdin);

Local<String> v8String = String::New(str, strlen(str)); return scope.Close(v8String);}